Making Minecraft In Godot (Without Math)
This is a very technical overview of how I made a Minecraft Clone in Godot. If you plan on making something similar, the math discussed here should help you tremendously.
The Minecraft Clone relies heavily on MultiMeshes. They are a performant way to render in thousands of blocks at once. There is one multimesh for each block type in a chunk. multimeshes are really complex, but I go over how they work and some of the math for them in this video.
Because I didn't use any math, the character still uses static bodies to define borders, but only a small fixed number of them. This relies on each of those static bodies checking whether there is a block there or not, and then enable/disable accordingly.
A heightmap/ noisemap is used to calculate how height the terrain should go. This is a really fun and easy way to add a bunch of variety into the game. Noise is also used to generate trees, flowers, and sand.
Chunk rendering, especially in the negatives, is pretty tricky, but some of the math for it is covered in this video.
Aside from that, I had a lot of fun with this project!
Check out my website: aenguspatterson.com
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